using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Serialization;

namespace Fantasy
{
    [ScriptableObjectPath("ProjectSettings/FantasySettings.asset")]
    public class FantasySettingsScriptableObject : ScriptableObjectSingleton<FantasySettingsScriptableObject>, ISerializationCallbackReceiver
    {
        [FormerlySerializedAs("AutoCopyAssembly")] [Header("自动拷贝程序集到HotUpdatePath目录中")]
        public bool autoCopyAssembly = false;
        [FormerlySerializedAs("HotUpdatePath")] [Header("HotUpdate目录(Unity编译后会把所有HotUpdate程序集Copy一份到这个目录下)")]
        public string hotUpdatePath;
        [FormerlySerializedAs("HotUpdateAssemblyDefinitions")] [Header("HotUpdate程序集")]
        public AssemblyDefinitionAsset[] hotUpdateAssemblyDefinitions;
        public void OnBeforeSerialize() { }
        public void OnAfterDeserialize() { }
    }
}